#include <dali/internal/render/gl-resources/frame-buffer-texture.h>
#include <dali/internal/render/gl-resources/native-frame-buffer-texture.h>
#include <dali/internal/render/gl-resources/texture-cache.h>
+#include <dali/internal/render/renderers/scene-graph-image-renderer.h>
#include <dali/internal/render/renderers/scene-graph-renderer.h>
#include <dali/internal/render/renderers/render-geometry.h>
#include <dali/internal/render/shaders/program-controller.h>
}
}
+void RenderManager::AddImageRenderer( ImageRenderer* renderer, NodeDataProvider* dataProvider )
+{
+ // Initialize the renderer as we are now in render thread
+ renderer->Initialize( mImpl->context, mImpl->textureCache );
+ renderer->SetDataProvider( dataProvider );
+
+ if( !mImpl->renderersAdded )
+ {
+ mImpl->renderersAdded = true;
+ }
+
+ // Note - ImageRenderers are not owned by RenderManager
+}
+
+void RenderManager::RemoveImageRenderer( ImageRenderer* renderer )
+{
+ DALI_ASSERT_DEBUG( NULL != renderer );
+
+ // GL cleanup
+ renderer->OnRemove();
+
+ // Note - ImageRenderers are not owned by RenderManager
+}
+
void RenderManager::AddGeometry( RenderGeometry* renderGeometry )
{
mImpl->renderGeometryContainer.PushBack( renderGeometry );